[RELZ] Wrye Bash -- Thread 43

Post » Fri Feb 18, 2011 10:42 pm

OMG...had to say it. Thank you very, very much for supporting INI files in their own directories. Wow, that was a nice surprised... Okay, found a bug. I am not sure how to go about testing this one. I moved a group of files together, via select the group of packages and 'Move To' sequence. After doing that, when I tried to move a package within that group (to someplace else within the group) via drag n' drop, the plugin ended up at the bottom of that group of packages. In other words... I move a six or so packages to 70X - 70X+5, and then tried to move one of the plugin in that group above another package in that area, and it would end up last in that group (i.e., 70X+5.)
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naomi
 
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Post » Sat Feb 19, 2011 1:31 am

How does WyreBash keep track of what mods are installed?? :confused:
(or in My case, "Supposed" to keep track)
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Taylor Tifany
 
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Post » Sat Feb 19, 2011 10:26 am

How does WyreBash keep track of what mods are installed?? :confused:
(or in My case, "Supposed" to keep track)

Are you talking about BAIN, with that huge (if it is tracking) Installers.dat file in the Bash Installers\Bash folder...?
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N3T4
 
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Post » Fri Feb 18, 2011 9:49 pm

It's there, what can I use to Read it??
**Witch one is the "INI" file for Bain??
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Cedric Pearson
 
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Post » Sat Feb 19, 2011 11:06 am

Bummer, that took 11:12 min.(generally less than a min.) and didn't get it back, AND they DID lose their order #s

**I had to copy back, I belive it was, Docs folder(with bash docs) and INI Tweaks folder from a differant installation,... I really can't see how that could be a factor, it's all pretty much default and Obliv.Ini, are the only Tweaks available in it.

This started before I deleted anything, on the Previous version of WB... :banghead:

if you still had the order # you could just select all and select install missing... fairly quick and harmless.
I would *guess* that you got a corrupted/missing Installer.dat (where Tomlong mentioned - and yes that is where BAIN keeps tracks of installation stuff).
- possible reasons for missing/corrupt Installers.dat: - deleted or moved it manually (accidentally or purposefully), or bad shutdown of Bash when you've loaded BAIN could conceviably corrupt the file (but unlikely) or bash being unable to access it (ie UAC etc.).


Question for ye,

Hypothetical circumstance, someone using both Bash and OBMM equally (or more often than I use OBMM anyway), say they had 50 mods BAINed and 20 OMODs, along comes an update to an OMOD and on completion of using OBMM BSA redirection gets an update. Then they load Bash and do a few changes, on completion BSA redirection gets auto updated again by Bash.

Basicly are Bash and OBMM singing off the same hymn sheet regards BSA redirection?

If Bash for instance tracks what it did to BSA redirection last time it was updated with Bash, OBMM then makes its changes, next time Bash looks at its records does it go 'Wooops!, something wrong here I will just revert it to what I did last time before continuing' ( yep more in-accurate computer conversation :) ). OBMM changes become lost?

eeerm not sure... would have to read up on the Bash BSA redirection... never really worried about it since I've never had missing textures (aside from when I didn't have the textures installed or they were missing from the download)... it would certainly only (potentially) be a problem if you had enabled BSA redirection in both Bash and OBMM... and if so I'm not sure - I'll have to read that section of source code... *read* *read* *read* *read**read*... looks like it wouldn't have a problem - though probably better to use one if you can for simplicity/sanity.

Bumping this question and bug report, since I didn't see any acknowledgement of it earlier. :)

I'll try to look into that but wizards are not really my area (Lojack's but he's got little internet connectivity right now)

It seems like the 'Save' button in the bash dialog is generating some confusion. From a usability point of view, maybe it would be better if the buttons were called 'Save Changes and Start Bashing!', 'Discard Changes and Cancel', and 'Save Changes and Cancel' (since the only time you would ever need to hit the current "Save" button is if you were then going to hit the "Cancel" button). These button labels are a bit longer, but the ordering (e.g. ok, cancel, save instead of ok, save, cancel) and titles are much clearer. What do you think? Maybe shorter versions of the text? : 'Save and Start', 'Discard and Cancel', and 'Save and Cancel'

a snip from the 285 changelog (to make you drool and since that answers this post):
Spoiler

=== 285 [12/12/2010] [PacificMorrowind]
* Bashed Patch Changes:
* Master 'Select All' and 'Deselect All' patchers and items in list/tweak patchers buttons added.
* Export/Import Config buttons added.
* Save config button removed (due to bug it caused - use Export/Import instead).
* Actors.AIPackages totally refactored.
* R.Ears fixed
* Misc Tweaks:
* fix (reported by Blade of Mercy) and improvements to All Clothes playable tweak.

(the date is just set to that until release when it will be set to the real date -- certainly not the planned date)
Pacific Morrowind
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Vicki Gunn
 
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Post » Sat Feb 19, 2011 5:58 am

I'll try to look into that but wizards are not really my area (Lojack's but he's got little internet connectivity right now)


Thanks. If Lojack's the one to do the job, that's fine. I was just making sure it wasn't getting lost. :)
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Dan Scott
 
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Post » Fri Feb 18, 2011 8:31 pm

Basicly are Bash and OBMM singing off the same hymn sheet regards BSA redirection?
Since both OBMM and Bash use BSA Redirection, there is absolutely no point in using it in both programs. BSA Redirection never has to be updated, it's totally fire and forget.

So, just pick one program to add the Redirect BSA and never worry about it again, and you don't have to worry about conflicts.
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mimi_lys
 
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Post » Sat Feb 19, 2011 5:08 am

... looks like it wouldn't have a problem - though probably better to use one if you can for simplicity/sanity.

not a problem for myself using nearly 100% Bain but we have recommendations all over the place to enable BSA redirection in both utilities and no reference to any potential problem doing that if using both for their individual capabilities, so better checking with the experts. Thank you.

Edit: And thank you Showler for confirming.
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Sheila Esmailka
 
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Post » Sat Feb 19, 2011 12:33 pm

not a problem for myself using nearly 100% Bain but we have recommendations all over the place to enable BSA redirection in both utilities and no reference to any potential problem doing that if using both for their individual capabilities, so better checking with the experts. Thank you.

Edit: And thank you Showler for confirming.

I already answered that question in my site's thread as well...
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chinadoll
 
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Post » Sat Feb 19, 2011 7:49 am

if you still had the order # you could just select all and select install missing... fairly quick and harmless.
I would *guess* that you got a corrupted/missing Installer.dat (where Tomlong mentioned - and yes that is where BAIN keeps tracks of installation stuff).
- possible reasons for missing/corrupt Installers.dat: - deleted or moved it manually (accidentally or purposefully), or bad shutdown of Bash when you've loaded BAIN could conceviably corrupt the file (but unlikely) or bash being unable to access it (ie UAC etc.).


No such luck, the mods were all scattered and renumbered, some still had the selections checked, some didn't, I just went through that same deal lastnight and everything was looking good.
I did have a Lockup the other day and had to "Reset", apperantly when everything got scrambled. I had a Installers.Dat/Bak & Converters. Dat/Bak, don't knpw for sure they were corrupt,(they weren't my Native tounge) but I moved them up out of the Installers directory and reinstalled my mods, but the Bash directory is still empty, would it be the INI file telling it to look/write there??,is that in the same spot as Oblivion.ini??, there's a few in Mopy too...
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Justin Bywater
 
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Post » Sat Feb 19, 2011 5:01 am

It's probably been brought up before, but I figure I'll ask again:

Any chance of Bash getting the ability to pack and unpack BSA files? I'd be more than happy with just the basics of that (select folder full of stuff, make BSA), but if there were some kind of integration with BAIN that would be even cooler :)
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IM NOT EASY
 
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Post » Sat Feb 19, 2011 9:51 am

I agree that the Wizard hints at amazing possibilities for WB, but still needs some work. I raised this aspect when it was first introduced and had this http://www.gamesas.com/index.php?/topic/1079336-relzwrye-bash-thread-36/page__view__findpost__p__15729068 - so hopefully still, as you say, wip.
If you take a look at the updated documentation for wizards, most of what you need is in there now. I'm always willing to add more functionality (see below). I think the last thing you would need to match what you're doing in OBMM is a 'for each' type functionality to parse through the possible sub-packages/esps/esms. Also any suggestions for functions etc just let me know or post them on the http://sourceforge.net/tracker/?group_id=284958&atid=1207904 tracker at sourceforge.


I've got a question regarding strings in wizards: can they go over multiple lines? I know that wizards are one statement per line, with the backslash carrying over a line break, but when you've got a string that's pretty long (eg. a description), and you want to split it over several lines in the wizard (not in the installer window, just the text file), how can you do that, as presumably the \ isn't a special character and so is quoted as normal when included in a string?

I was just reading through the new readme addition for Wizards, and it took me a couple of minutes to realise that the example mod was All Natural. :P

EDIT: It seems that RequireVersions doesn't work properly regarding WB. I put the required version as 285, having 284, and no error came up. When I put the OBSE version to 19, the error came up, with OBSE marked with the red cross, but although WB had 'need' as 285 and 'have' as 284, it was still checked green.
Eck, minor error with types caused that. Fixed it thanks (and same issue also cause 'CompareWBVersion' to do the same thing).

For the multi-line strings, no currently not supported. You can manually concantenate strings to get around it, or enable word wrap (I know, both a pain). I may add multiline strings like python handles them (triple quotes) once I get the time. As PM said, I'm iffy on internet connectivity due to my job/housing situation (transitionary period between barracks room+internet in Hawaii, to my house in Guam), plus work hours lately give me not much time to hop on and check things out. Although I will try to address any bugs that arise when I do get the chance.

In response to your earlier post (rant/crtisisms): thanks for the feedback! I probably will be the person to use it the least, since I haven't actually made any mods myself, so definitely the modders are the ones that know what they want. When creating wizards I tried keeping with the design of BAIN, where the user has control over everthing, rather than just clicking 'install' and the script does everything without the user knowing anything about what was installed etc. So wizards basically automate the selecting of the correct sub-packages and esps/esms for installation. If you want to make them almost OBMM-like, you can also select the 'Auto-Anneal/Install Wizards' option, which will then install the package after running the wizard. But it's never a bad idea to look at something and see if we can do it better.

Thoughts on INI edits: I was actually thinking to myself along about the same sort of issues you brought up, and still haven't thought of a simple way (read: easy for me to code) the sort of functionality you're suggesting. Ideally, it would work just like BAIN - have an install order, and changes are applied in order with the last one's edits winning.

It's probably been brought up before, but I figure I'll ask again:

Any chance of Bash getting the ability to pack and unpack BSA files? I'd be more than happy with just the basics of that (select folder full of stuff, make BSA), but if there were some kind of integration with BAIN that would be even cooler :)
Something I've been thinking of in the back of my head, but may be a while until it happens (like months)
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Kari Depp
 
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Post » Sat Feb 19, 2011 3:04 am

Been meaning to reply to my .obse statistics problem so here it is. I've uploaded two saves (plus co-files), one is the http://www.4shared.com/file/pYoV_OTl/Working_save.html where .obse statistics was working and the other is the save http://www.4shared.com/file/aWTlVWKh/Non-working_save.html.

So far all my saves beyond that point gave the error, which was this.
Traceback (most recent call last):  File "D:\Oblivion\Mopy\basher.py", line 10084, in Execute    saveFile.logStatObse(log)  File "D:\Oblivion\Mopy\bosh.py", line 6047, in logStatObse    log(_('    Mod :  %02X (%s)') % (modIndex, self.masters[modIndex].s))IndexError: list index out of range
As I mentioned in my original post I cannot think of anything obvious I might have done that would lead to this error. I'm not even sure if the problem lies in some rare saveformat alteration or with the co-files themselves.

Strangest thing is, when I delete (well, rename) the co-file for a save and then load and re-save I can once again view the .obse statistics. Obviously this messes up pretty much every mod that uses OBSE so it isn't really a solution, but I figured the extra info might help.

-kyoma
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kyle pinchen
 
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Post » Sat Feb 19, 2011 7:04 am

Does anyone have any idea why savegame cleaning deletes my Bosmer's Beast Tongue power?
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Quick Draw
 
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Post » Sat Feb 19, 2011 2:34 am

I still get an error with the boars actor tweak of the bashed patch (version 284 Full now):

Traceback (most recent call last):  File "c:\games\Oblivion\Mopy\basher.py", line 4881, in Execute    raise  File "c:\games\Oblivion\Mopy\basher.py", line 4843, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)  File "c:\games\Oblivion\Mopy\bosh.py", line 14048, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "c:\games\Oblivion\Mopy\bosh.py", line 20203, in buildPatch    tweak.buildPatch(log,progress,self.patchFile)  File "c:\games\Oblivion\Mopy\bosh.py", line 20151, in buildPatch    if 'boar' in record.full.lower() or 'boar' in record.model.modPath.lower() or 'boar' in record.eid.lower():AttributeError: 'NoneType' object has no attribute 'lower'


I thought you already fixed this, but maybe the fix will be in 285 and not in 284 Full (reported the bug for 284 RC1) or this is another issue?

I managed to figure out the mod causing this issue: Marodan Oskadal.
I uploaded the esp for you: http://www.megaupload.com/?d=H9JJCBFA

Best regards,
ThreeD
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Tiffany Castillo
 
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Post » Sat Feb 19, 2011 11:58 am

I keep getting this error when I select the Unofficial Oblivion Patch in Wrye 284:

Traceback (most recent call last):  File "D:\Oblivion\Mopy\basher.py", line 1497, in OnItemSelected    self.details.SetFile(modName)  File "D:\Oblivion\Mopy\basher.py", line 1609, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found


It has no bash tags and as I want to remove the C. Water tag to make the ULs work properly, this is aggravating. I think this also messes it up when it's building the bashed patch. It's the only mod in my list that does this. I installed the latest version of the UOP + the hotfix, then topped it up with the MOBs version. I am an experienced mod user, and I am pretty sure it's not an install error, though of course it very well could be. Any ideas? Is this an error with the new version? As in my previous installs (I just recently reinstalled all my mods), the UOP worked fine.

Thanks!
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Angela
 
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Post » Fri Feb 18, 2011 11:19 pm

So in using the Gary Bash for Fallout 3 (which Valda has single-handedly been working on) I came across a few Load error messages when bashing the patch.

reported in thehttp://www.gamesas.com/index.php?/topic/1092633-relz-fwe-fo3-wanderers-edition-38/page__view__findpost__p__15982273
and the http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/page__view__findpost__p__15981893.

At first I thought 'Oh probably world orphans' but they are not jumping out as obvious to me which records it doesn't like. Now it is also possible that this is a result of the porting and something that are a problem in Oblivion are not in Fallout 3, but with 180 mods for fallout and these being the first two that gave errors - I'm trying to err on the side of caution.

So then I started thinking about how annoying it is that when this error comes up that we are not told why or what kind of record Wrye Bash does not like. Is there any chance that a future version could have some notice that helps you narrow the search down some? Like saying error in cell records or World space records.


... also ... anyone remember Wrye Mash? Wouldn't that be great to have updated?!?!
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m Gardner
 
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Post » Sat Feb 19, 2011 3:42 am

Any chance of a "Skip INIs on Anneal" option for BAIN Packages? Or a prompt to ask you if you want to skip them? They are the most likely thing to be customized by the player.
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Heather beauchamp
 
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Post » Sat Feb 19, 2011 5:51 am

I downloaded amd ran 275/Installer, droped 284 on top of it(without closing WB284(so I have 2 shortcuts)), and it keep my Installition data, strange part is, as many times as I've installed Oblivion, I don't remember using an installation program before...
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MatthewJontully
 
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Post » Sat Feb 19, 2011 11:28 am

v275 make a shortcut? Where does it put the shortcut?


Edit: I want to alter my instructions to do that to avoid problems for users that do not have the C:\ drive available.
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Jerry Cox
 
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Post » Sat Feb 19, 2011 1:18 am

It's probably been brought up before, but I figure I'll ask again:

Any chance of Bash getting the ability to pack and unpack BSA files?

ditto :P
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bimsy
 
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Post » Fri Feb 18, 2011 9:44 pm

Yes 275 put a shortcut on my desktop, it's kinda strange, I left 284 open while I installed 275(because I really didn't want to go through my entire installation again from scratch) and update, when I opened the second package no mods were installed(I had 2 WB284 windows open, 1 with mods installed, one without), and Initalization times were over 16min., seemed to get Longer with every refresh... This morning it took 34sec. for a first time Initallitization, and everything is properly installed yet. :foodndrink:

**Oh, both shortcuts Do did point to the same file...
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I love YOu
 
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Post » Fri Feb 18, 2011 10:11 pm

Has the "bash_default.ini" been updated since the 275 installer was created?


Edit: I am just trying to figure out if it is worth it to mention the v275 installer package...
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Nice one
 
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Post » Sat Feb 19, 2011 8:22 am

Been meaning to reply to my .obse statistics problem so here it is. I've uploaded two saves (plus co-files), one is the http://www.4shared.com/file/pYoV_OTl/Working_save.html where .obse statistics was working and the other is the save http://www.4shared.com/file/aWTlVWKh/Non-working_save.html.

So far all my saves beyond that point gave the error, which was this.
Traceback (most recent call last):  File "D:\Oblivion\Mopy\basher.py", line 10084, in Execute    saveFile.logStatObse(log)  File "D:\Oblivion\Mopy\bosh.py", line 6047, in logStatObse    log(_('    Mod :  %02X (%s)') % (modIndex, self.masters[modIndex].s))IndexError: list index out of range
As I mentioned in my original post I cannot think of anything obvious I might have done that would lead to this error. I'm not even sure if the problem lies in some rare saveformat alteration or with the co-files themselves.

Strangest thing is, when I delete (well, rename) the co-file for a save and then load and re-save I can once again view the .obse statistics. Obviously this messes up pretty much every mod that uses OBSE so it isn't really a solution, but I figured the extra info might help.

-kyoma

downloading and loking into it, thanks.

Does anyone have any idea why savegame cleaning deletes my Bosmer's Beast Tongue power?

no idea... that shouldn't happen AFAIK.

I still get an error with the boars actor tweak of the bashed patch (version 284 Full now):

  File "c:\games\Oblivion\Mopy\bosh.py", line 20151, in buildPatch    if 'boar' in record.full.lower() or 'boar' in record.model.modPath.lower() or 'boar' in record.eid.lower():AttributeError: 'NoneType' object has no attribute 'lower'


I thought you already fixed this, but maybe the fix will be in 285 and not in 284 Full (reported the bug for 284 RC1) or this is another issue?

I managed to figure out the mod causing this issue: Marodan Oskadal.
I uploaded the esp for you: http://www.megaupload.com/?d=H9JJCBFA

Best regards,
ThreeD

I had partially fixed it - but it still wasn't expecting a creature wth no editor id (I didn't actually know that hte cs would let you save such a thing)... 100% of weird cases covered now, thanks.
Pacific Morrowind
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Kay O'Hara
 
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Post » Sat Feb 19, 2011 9:00 am

I keep getting this error when I select the Unofficial Oblivion Patch in Wrye 284:

Traceback (most recent call last):  File "D:\Oblivion\Mopy\basher.py", line 1497, in OnItemSelected    self.details.SetFile(modName)  File "D:\Oblivion\Mopy\basher.py", line 1609, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found


It has no bash tags and as I want to remove the C. Water tag to make the ULs work properly, this is aggravating. I think this also messes it up when it's building the bashed patch. It's the only mod in my list that does this. I installed the latest version of the UOP + the hotfix, then topped it up with the MOBs version. I am an experienced mod user, and I am pretty sure it's not an install error, though of course it very well could be. Any ideas? Is this an error with the new version? As in my previous installs (I just recently reinstalled all my mods), the UOP worked fine.

Thanks!

okay that is just bizarre!... try deleting BashSettings.dat/.dat.bak from documents/mygames/oblivion/ ... taht error was fixed quite a few versions ago but bad data could be saved in the settings.dat files.


So in using the Gary Bash for Fallout 3 (which Valda has single-handedly been working on) I came across a few Load error messages when bashing the patch.

reported in thehttp://www.gamesas.com/index.php?/topic/1092633-relz-fwe-fo3-wanderers-edition-38/page__view__findpost__p__15982273
and the http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/page__view__findpost__p__15981893.

At first I thought 'Oh probably world orphans' but they are not jumping out as obvious to me which records it doesn't like. Now it is also possible that this is a result of the porting and something that are a problem in Oblivion are not in Fallout 3, but with 180 mods for fallout and these being the first two that gave errors - I'm trying to err on the side of caution.

So then I started thinking about how annoying it is that when this error comes up that we are not told why or what kind of record Wrye Bash does not like. Is there any chance that a future version could have some notice that helps you narrow the search down some? Like saying error in cell records or World space records.


... also ... anyone remember Wrye Mash? Wouldn't that be great to have updated?!?!
I'll look into it... as much as I can given that I don't have FO3 that is.
I'll really try to have the WM update up soon.... I know it's been a long while.

Any chance of a "Skip INIs on Anneal" option for BAIN Packages? Or a prompt to ask you if you want to skip them? They are the most likely thing to be customized by the player.

I'll look into it.

Has the "bash_default.ini" been updated since the 275 installer was created?

Edit: I am just trying to figure out if it is worth it to mention the v275 installer package...

yes very much so... I'm hopefully going to make an installer pkg for next release (I know I keep meaning to and not getting around to it) - probably not worht mentioning.... hundred of changes since 275.
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mishionary
 
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